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Published by Capn_Ragnar, 2023-01-31 21:47:54

AD&D - FRS1 - The Dalelands (2e)

AD&D - FRS1 - The Dalelands (2e)

Keywords: AD&D,Dungeons & Dragons,Forgotten Realms,TSR,DnD,TTRPG

Tasseldale “A long time ago, Tasseldale was in the heart of old Cormanthor. Over the centuries, mankind cleared the land and made farmlands and pastures out of the forests. Ye can still find elven ruins scattered throughout the Dale. Most folk believe that the elves kept the Sembians out of Cormanthor — but ye need only look at Tasseldale to see how Sembian plows and gold defeated elven arrows.” — Elminster asseldale is an example of a Dale that followed the retreat of the Elven Forest. When Moondale (now Ordulin) was thriving, Tasseldale was still heavily wooded and guarded by the elves against Sembian advances. But as Moondale became a Sembian city, the border of the forest retreated, and human farmers and trappers followed. Tasseldale’s broad valley was not settled by humans until 980 DR — almost a millenium after humans first came to this area. The scattered tassels or towns of the Dale are very Sembian in character. Craftsmen of all kinds gather in Tasseldale, including tin, pewter, gold, and silversmiths, toymakers, glaziers, bookbinders, limners, cabinet-makers, and dozens of others. Tasseldale is the only Daleland to produce manufactured goods for export to other lands. It is a peaceful and prosperous land. Tasseldale lies in an old river valley that stretches from the Arch Wood to Blackfeather Bridge. Many hundreds of years ago, the river found another course, leaving behind a rich, gentle land of rolling hills and forested lowlands, The valley is quite large, running for more than 80 miles long and more than 30 miles wide at points. Tasseldale is very busy and sees large amounts of traffic on the East Way (the Ordulin-Arabel road) and Rauthauvyr’s Road, from Ordulin to Hillsfar. Numerous smaller trails lead to Deepingdale, Archendale, Battledale, and Featherdale. The tassels are the center of the community. Home to craftsmen and merchants, the villages are the heart of Tasseldale. They are of roughly equal size and importance, but the tassel of Tegal’s Mark is the site of the Sharburg, the home of Tasseldale’s Mairshars. Other tassels include Archtassel, Moontassel, Glaun, Tasselheart, Halfcrag, and Arrowmark. In addition to the tassels, large areas of the Dale are heavily farmed and settled. The Grand Mairshar Tasseldale is ruled by the Grand Mairshar, Elizzaria Whitehand (NG hf P8/F9). The Mairshars are the Dale’s defenders, mounted warriors who patrol the Dale and keep the peace. Elizzaria is an aging swordswoman with gray hair and a blunt, direct manner. A Tasseldale native, she adventured as a priestess of Tymora before leaving the faith after a dispute. She returned to her homeland and joined the Mairshars, rising to the post of Grand Mairshar 15 years ago. Elizzaria is tired and careworn, and looks forward to retiring. She is training a cheerful paladin named Erich Inshiland (LG hm Pa8) as her successor, and will step down as soon as she feels he is ready. The Grand Mairshar has broad powers to defend the Dale, enforce the law, and handle relations with other powers. She is advised by the Tassel Elders, a council of leading citizens representing each village. By law, she must consult with the Tassel Elders before creating law, mustering the militia, or sending Mairshars out of Tasseldale. The Grand Mairshar may appoint her successor, but her appointment must be approved by the Elders. The Mairshars Tasseldale’s police force is both the constabulary and the soldiery of the land. The Mairshars are fighters of levels 2 through 5 equipped with chain mail, shields, crossbows, and longswords. They are all mounted and a number may possess magical items of varying power. The Mairshars have recently expanded, increasing their numbers from four 12-man patrols to six 12-man patrols with a training reserve of 10 more men. Eventually, Elizzaria would like each of the Dale’s tassels to maintain its own patrol. The Mairshar candidates are volunteers who are carefully assessed over the course of months. Very few are actually accepted into the ranks; the Tasseldalesmen believe it important that the Mairshars are both skilled warriors and level-headed peacekeepers and judges. A Mairshar may be a trainee for a year or more before joining one of the regular patrols. Mairshars are legally empowered to arrest and sentence lawbreakers, defend the borders, and arbitrate disputes. Any sentence or ruling can be appealed to the Grand Mairshar, but Elizzaria rarely overturns her subordinates’ decisions. Tasseldale’s only prison con49


Tasseldale Tasseldale is home to a dozen small towns known as tassels. Artisans of all kinds are present in greater numbers than anywhere else in the Dalelands. Tasseldale is tied to Sembia and is in danger of being swallowed by its neighbor to the south. Population: About 3,400 in the 12 tassels, including 440 in Tegal’s Mark; about 2,900 in the countryside. Inns: The Markhouse in Tegal’s Mark is a fine inn with rooms for 1 gp per night. It caters to travelers on Rauthauvyr’s Road. The Boar and Lion in Moontassel is a common stop for East Way travelers, offering excellent food and service for 13 sp per night. The Tasselway Arms in Tasselheart is widely used by locals, offering good rooms for only 1 sp per night. Taverns: The Royal Flagon in Tegal’s Mark is popular with adventurers and travelers, and is a good place to pick up rumors. The Sword and Sash is a noted festhall, bawdy theatre, and taproom. Supplies: Turnell’s Provisions, in Tegal’s Mark, is a gen, eral store that carries most supplies and equipment for a 10% markup over PHB prices. Dreshen’s Tack and Harness, located in Glaun, carries all kinds of riding equipment as well as wagons, wheels, and feed. Watch. Tasseldale is patrolled by six groups of 12 mairshars each. Temples. There are no major temples in Tasseldale, but an abbey dedicated to Tyr can be found nearby in the Dun Hills. Other. Numerous jewelers, carpenters, ropemakers, and other craftsmen and artisans can be found in any of the villages of Tasseldale. sists of a few cells in the Sharburg, and those are empty most of the time. Defenses As noted above, Tasseldale’s first line of defense is its force of mairshars. The patrols are strong enough to handle any routine brigandage or banditry, and even small raids or monstrous incursions. In addition, the mairshars train and equip a very large militia. Tasseldale’s militia consists of every able-bodied male between the ages of 15 and 64. Each tassel maintains its own armory and musters its own militia company. The armories contain pikes, short swords, helmets, and crossbows. Many of the militiamen also own suits of light armor. When the militia musters, a mairshar commands each company. There are no true fortifications in the Dale, but the Sharburg is a strong tower and would be held in time of war. The Tasseldalesmen do not drill often, but their numbers and equipment make the militia a serious fighting force. Trade The folk of the Dalelands trade agricultural and forest products in exchange for the manufactured items they cannot make themselves. Tasseldale is the exception to this rule. The craftsmen and artisans of the Dale can supply all the local requirement for worked goods and still even produce enough to export. Of all the Dalelands, Tasseldale is the closest to being self-sufficient. However, Tasseldale is dependent on the import of raw materials for its craftsmen. There are no mines in the Dale and all the ores for its tin and silversmiths must be bought from Sembia or Archendale. Glaziers, weavers, jewelers — all these artisans require access to materials not found in the Dale. This growing dependency on imported material has given mercantile Sembia a very strong foothold in the villages of Tasseldale. Without Sembian imports, the Dale would grind to a halt. The older Dalesmen fear that Tasseldale will become another Moondale, a land swallowed by Sembia. They are actually safer than they think. Sembia’s merchants have found that Tasseldale is an excellent place to conduct business that the Sembian government would not approve of. In addition, many wealthy Sembians enjoy spending their summers in Tasseldale and would not care to see their quaint country homes become urbanized. All things considered, Tasseldale is more profitable as a neighbor than as a province. Several large merchant costers operate in the Tasseldale area. The Red Wyvern Company from Ordulin maintains a large post in Tegal’s Mark, supplying ores and textiles to Tasseldale. The Sheathed Dagger Coster from Selgaunt supplies all kinds of fancy items and exotic imports, including silks, dyes, and spices. The Sheathed Dagger can be found in Arrowmark. Locally, dozens of small merchants import fancy items from Ordulin and Selgaunt. A few larger companies compete against the Sembians and Archendalesmen. The Tasselway Coster, based in Glaun, carries 50


salted meat, wool, grain, fruit, cheese, ale, tin-work The Abbey of the Just Hammer is dedicated to Tyr, and pewter-work to Arabel along the East Way. The the God of Justice. It is the home of 15 priests of varycoster is owned and operated by the Drasden brothers, ing level, and a guard of 10 warriors. The abbey is gova pair of weathered but cheerful ex-adventurers. erned by Lord High Justiciar Deren Eriach (LG hm Riurmorn’s Silks and Linens, operating out of P12), a man of inflexible convictions. The Lord High Moontassel, imports Sembian textiles and eastern silk. Justiciar frowns on adventurers, viewing them as a The company is owned by Riurmorn (NE hm F5), a force for chaos in the land. northman of unknown origin. Riurmorn is a secret agent of the Dragon Cult, and reports on traffic in the Dale to his masters. Thorik Rivenrock’s Ores is a small coster in Tasselheart that is owned and operated by six dwarves — sons of old Thorik, who is now deceased. The dwarves buy ore from several mines, and sell to the metalworkers of the Dale. The coster’s leader is Jarvik Thorsson (N dm F6), a burly and outgoing dwarf who dreams of secretly re-opening the Sessren mines. Temples Numbers of small shrines dedicated to various powers are scattered throughout the Dale’s small towns. The only major temple is the Abbey of the Just Hammer in the Dun Hills overlooking the Ashaba. Tegal’s Mark Tegal’s Mark is a typical tassel, located near Rauthauvyr’s Road. It was founded by a swordsmith named Tegal about 180 years ago. His work was exceptional, and Tegal’s blades were prized from Suzail to Mulmaster, As is customary with swordmakers, Tegal had a unique smith’s mark that he impressed on his blades. When he died, his apprentices continued his work and kept Tegal’s mark alive. The swordworks are still known as Tegal’s Mark and the village that grew around the forge goes by the same name. 1. The Sharburg. Built on the ruins of an ancient elven watchtower, the Sharburg has recently been reinforced with low stone walls. Tasseldale’s mairshars 51


are based here and the Grand Mairshar receives embassies and holds audience in the old tower. 2. Aladiam’s Imports. Aladiam (N hm T9) is a retired adventurer who imports silks and spices from Sembia. He also fences and smuggles on the side. Player characters will find that Aladiam is always looking for daring sellswords to carry his illicit goods. 6. Tormel Cabinetmaker, Noted as one of the finest woodworkers in the Dalelands, Tormel is now semiretired. The business is continued by his son, a dullwitted fellow named Senn. Tormel’s work can fetch as much as 100 gp for a well-made armoire or dresser. 7. Grenden Toymaker. This small shop is filled with wondrous devices of all kinds.Grenden (LG gm F0) is a friendly fellow who is delighted when one of his toys finds its way into a child’s hands. 9. Tegal Swordsmiths. The largest weapon-makers in the Dalelands, the Tegal Swordsmiths enjoy a fine reputation for strong and true blades, The company’s leading smith, Jalissa Two-hammers (LG hf F8), is capable of forging weapons of quality for five times normal price, but requires at least one month of preparation. 10. Elgaun Manor. This luxurious residence is only occupied in the summertime. The Elgaun family of Yhaunn is fond of spending their summers here. A couple of local Tasseldalefolk look after the property during the winter. 11. Theremondivyr’s House. The local wizard is a quiet scholar and sage-for-hire named Theremondivyr (LG hm W7.) He is a rather timid and nervous man. Theremondivyr will aid anyone who is seeking knowledge, but will go out of his way to help out adventurers of good heart. Archtassel One of the small tassels, Archtassel is located near the southern edge of Tasseldale, under the eaves of the Arch Wood. The folk of Archtassel are farriers and woodworkers who rely on the forest for their materials. Archtassel maintains a heated rivalry with Archendale’s foresters and there is little love lost between the two communities. Recently, several of Archtassel’s trappers disappeared in the Arch Wood. Several people loudly and publicly expressed the opinion that Archendale had something to do with it. Some of the more hot-headed woodsmen have called for a retaliatory raid against an Archendalesmen logging camp. Arrowmark Near Archtassel is the smaller village of Arrowmark. The hamlet is known for the fine bows and fletching available here. Arrowmark is a very small and sleepy town, and even other Tasseldalesmen tend to forget that it is there. Arrowmark is unusual in that it is “home” to one of the most famous ghosts of the Dalelands, the Gray Lady. The Lady wanders throughout Tasseldale on summer evenings, silently wailing. She seems to seek out lonely travelers and pass through them, chilling them to the bone and often causing the faint of heart to swoon. The Gray Lady’s touch is rumored to pass visions of ancient elven treasuries hidden elsewhere in the Dale. Glaun One of the larger tassels is Glaun, a town built around an ironworks in the Dun Hills. The smiths of Glaun cut peat and smelt pig iron from the nearby bog. The tassel is noted for its cold-wrought railings, lanterns, and other decorative ironwork. Glaun was named for a human smith who discovered the bog and its iron and set up his nearby shop more than 200 years ago. Tasselheart Located near the center of Tasseldale, Tasselheart grew up from a small crossroads. The village is the location of Tasseldale’s summer market and people from all corners of the Dale come to trade their goods and catch up on gossip. There has been talk of moving the mairshar headquarters to Tasselheart. 5 2


Teshendale “One of the darkest days in recent years came when the Zhents took Teshwawe while the rest of the Dales stood by. To be sure, Daggerdale and Shadowdale were crippled by the actions of Zhentarim agents, but we should have acted. Now Teshendale is no more and Shadowdale and Daggerdale have paid for their inactiwity with Zhentish invasions and raiders. If Teshendale had not fallen, Shadowdale’s battles and the war in Daggerdale may have never been fought. Such is the price of complacency.” — Elminster eshendale is a ruined land. When Zhentil Keep’s forces struck at Teshwave, it was not to subjugate the Dale but to destroy it utterly. Each town or village was systematically burned, and every Teshendalesman the Zhents captured was either put to the sword or taken back to slavery in Zhentil Keep. Thousands of refugees were forced to flee to the other Dales, and the confusion and chaos of the flight enabled the Zhents to extend their grasp into Daggerdale. The folk of Teshendale were miners and foresters with few farmers. The land is rocky and wild; the Teshendalesmen would often trade their quarried stone for grain from milder Dales. The Zhents seized the quarries and logging camps, and have spent more than 50 years stripping the land of its natural resources. The walls of Zhentil Keep are made of Teshendale stone and its fires stoked with Teshwave timber. Descendants of Teshendalesmen taken as slaves still labor beneath the whips of Moonsea overseers. The Zhents The undisputed masters of Teshendale are the soldiers from Zhentil Keep. No other people live in Teshendale. The Zhents maintain several armed logging camps near the Border Forest, and also maintain armed, slave-worked quarries in the rocky hills. Teshendale’s granite and timber belong to Zhentil Keep now. The center of Zhentish activity in Teshendale is near the old town of Teshwave. A powerful Zhentish garrison of nearly 2,000 soldiers is camped in the city’s ruins and permanently assigned to control the surrounding area and protect the Zhentarim interests. The garrison is commanded by Guthbert Golthammer (CN hm F6), an ox-brained warrior who won his position through the influence of his father. Guthbert is an amiable fellow, fearless in battle. He spends much of his time trying to chase down Randal Morn in Daggerdale. The true power in Teshendale is wielded by Guthbert’s advisor, a loyal member of the Black Network named Asdag (LE hm P6.) Asdag, a priest of Cyric, is a staunch follower of Fzoul Chembryl. Raiders and Bandits Teshendale’s empty lands are almost overrun with evil raiders — orcs, goblins, ogres, and worse. Many of these tribes find occasional employment with Zhentil Keep, while others stalk the Zhentish caravans and raid the Zhentish camps. Human brigands and highwaymen also plague the area. Recently, a bandit prince calling himself Tyran the Outlaw has become prominent in the area. Tyran (CG hm R11) is the descendant of an old Teshwave family who is organizing a band of woodsmen and trackers to fight back against the Zhents and the humanoid raiders. The Zhents have placed a 500 gp bounty on his head, but Tyran continues to defy them. Even if he succeeds, there are so few Teshendalesmen left that it would be nearly impossible to rebuild the Dale. Teshwave Built at the location of a small set of rapids or cascades along the river Tesh, the town of Teshwave was razed by the Zhents. Only a few buildings escaped the town’s destruction. The Zhents use Teshwave as their headquarters in the Dale, and the area is usually crawling with Zhents and mercenaries. Mount Tesh For a century or more, Mount Tesh has been avoided. Even before the fall of Teshendale, people reported disappearances and weird dancing lights on the mountain’s slopes. The most alarming incident was recorded just a few months before the Zhentilar conquest when an entire hamlet vanished without a trace. Now that Teshendale is largely abandoned, few people have had reason to go anywhere near the mount. 5 3


Features of the Dalelands discussion of the Dalelands is not complete without mention of some of the other important features of the area. Dark forests, dangerous roads, and ancient ruins lie between the small specks of civilization that make up the Dales. The Elven Woods efore humans came to the Dalelands, the ancient elven woods, Cormanthor, stretched from the Stormhorn Peaks in Cormyr all the way to Hillsfar, a vast unbroken forest older than mankind. Since the raising of the Standing Stone, the woods have retreated before the onslaught of fire and axe. While the elven woods retain only a Tangletrees was another community, a tree-town in the southern forests. It still exists today and most of the remaining elves call Tangletrees home. Tangletrees was a young village, a camp of elven youths still in their first century of life — bold and brawling, without the sadness or seriousness of the elven elders. Humans and halfelves can be found in living in Tangletrees today. Besides Myth Drannor, the elves had several other homes within the forest. The community of Semberholme was a small camp by Lake Sember’s cold waters. It is still a beautiful spot, and legends tell of elven treasures hidden in the caverns by the lake or beneath the dark waters. Semberholme was a community of noncombatants, women and children who were too valuable to risk in the other elven camps. Myth Drannor is now infested with horrible baatezu, evil fiends of the lower planes. It is rumored that renegade priests of Bane have risen in the ruins. Myth Drannor represents a great, but perilous opportunity to Dalelands adventurers — great risks for great rewards. ruined elven city of Myth Drannor. Vast riches and powerful magic are known to be hidden in the ruins of the city, and armies and adventurers have fought to reach it for hundreds of years. Before the elven Retreat, Myth Drannor was guarded by elven archers and wizards; afterwards, the Knights of Myth Drannor took up the mantle of guardianship until they retired. shadow of their former glory, they are still the greatest forest in the Heartlands. The elven woods were once the home of the largest elven nation of the Realms, the ancient realm of Cormanthor, from which the woods take their name. The elves were the strongest and most enlightened power of the area, and dominated affairs from Cormyr to the Moonsea. The crypts and ruins of this great elven empire are scattered throughout the woods. The elven woods of Cormanthor are now a darkening realm, as large stretches become wild and monsters and bandits grow strong. Only a handful of elves remain behind, and there are not enough rangers and druids to assume the elven responsibilities. A generation ago, a journey from Shadowdale to Essembra through the forest was an easy trip; now travelers along the same paths must be ready for trouble. There are several areas of special interest within the old forest. The foremost is the 5 4


The Arch Wood Most elves may walk the vale without fear, but other outsiders may encounter the restless spirits of elven warriors. It is rumored that an old power of some kind resides in the valley and guards it for the remaining elves. For many centuries, the elves of Cormanthor buried their fallen warriors in this lightly wooded valley. It is a rich, beautiful region, but the elves did not settle it nor allow any outsiders to come here. The vale is bisected by Rauthauvyr’s Road, which runs from Essembra to Blackfeather Bridge. Travelers along the road report a vague sense of unease and unnatural silence when passing through the area, which has helped to deter settlement in the area. The Vale of Lost Voices The Stone is used as a meeting place and landmark these days. It is about halfway between Blackfeather Bridge and Hillsfar. Perhaps the Stone’s most important use lies in its contribution to Dale Reckoning, the common calendar of the Dalelands; the Calendar begins with the raising of the Standing Stone. Located near the intersection of Rauthauvyr’s Road and the Moonsea Ride, the Standing Stone is an ancient artifact that marks the pact of elf and man that founded the Dalelands. It is a gray obelisk 20 feet in height covered in mysterious runes. The Stone resists all attempts to deface or mar its surface, healing all such damage quickly. The Standing Stone The Elven Court was another community of ancient Cormanthor, but unlike Semberholme or Myth Drannor, the Elven Court was a vast region of inhabited forest as opposed to a village or city. The Elven Court served as the capital of Cormanthor after the fall of Myth Drannor, and for many years it was the heart of elvendom in the woodlands. It is now entirely abandoned and many of its halls seem to have vanished in the forest. The Elven Court was home to the Royal Hall of Cormanthor, a prize much sought-after by explorers and adventurers. etween Archendale and Tasseldale lies the Arch Wood, an old remnant of ancient Cormanthor. Adventure in the Elven Woods Player characters looking for something to do in the Elven Woods will find that the forest hides many secrets. Abandoned bandit holds, ancient elven ruins, and mystical shrines can all be found in the vast woodland. Some specific areas that adventurers ought to investigate include: • The Elven Court, where ancient elven tombs are rumored to conceal hoards of magic and gems. The Royal Hall of Cormanthor is rumored to lie hidden somewhere in the woods. • The ruins of Myth Drannor, now infested with terrible fiends and awful monsters who guard the ancient elven treasures. • The abandoned bandit hold of Galath’s Roost, hidden somewhere in the woods between Mistledale and Essembra. • Haptooth Hill, on the fringes of Battledale, once the site of the Red Wizard Dracandros’s tower and a drow stronghold. The Arch Wood is a dark, dense forest of gnarled oak, ash, and elm. It has always had a bad reputation in the local area, and it is haunted by dangerous owlbears. The folk of Archendale are logging areas of the forest, and want to press ahead with a more ambitious timbering and settling plan. Very few Archendalesmen care to spend a night in the woods, though — they believe that the Arch Wood hates and hungers after humans. Adventure in the Arch Wood Heroes in Tasseldale, Highmoon, or Archendale may hear rumors of mysterious ruins hidden in the forest. Another source of potential conflict — and adventure — lies in the the Archendalesmens’ logging efforts in the Arch Wood, and the opposition of Deepingdale and Tasseldale. Small parties of highwaymen and bandits occasionally set up camp in the Arch Wood, using the forests to spring their ambushes along the East Way. Several small bands are now operating in the northern stretches of the forest. 5 5


Hidden deep within the wood are the remains of an old elven school of wizardry. No Archendalesmen know where to find them, although there are many dark tales cold in Archenbridge about woodsmen who never returned from the forest. The ruins are overgrown and there are several mage-tombs hidden within. The Border Forest orth of Daggerdale lies the Border Forest, a large and wild woodland. It can be considered the Dalelands northern border. The Border Forest is mostly taiga or northern pine woods, with scattered patches of oaks and other deciduous trees. The forest is rugged, with dense undergrowth and scrub. The Border Forest is the primary source of lumber for wood-hungry Zhentil Keep. Zhentish logging camps are scattered throughout the southern verge of the woods, centered on the ruined village of Snowmantle. However, the Zhentish loggers are not unopposed — the woods are inhabited by satyrs, sprites, and dryads. The Flaming Tower can be found at the southernmost edge of the forest. The Tower was built by fire giants and dominated the lands about for many years. It was also the site of the Temple in the Sky, a flying citadel tethered to the Tower. The Tower was destroyed by the Knights of Myth Drannor and the Temple cast adrift. Today, the Temple has been recovered and hovers above the Tower’s ruins, which are still in the hands of Zhentil Keep forces. A powerful beholder leads a force of goblin warriors from the old stronghold. Spiderhaunt Woods Adventure in the Border Forest The Border Forest is a wild and dangerous area, patrolled by goblins serving the Flaming Tower and Zhentarim mercenaries from the armed camp of Snowmantle. The forest’s inhabitants have learned to regard strangers as enemies, and travelers should be cautioned to avoid the natives. The Flaming Tower’s ruins are now the site of a lot of evil activity, as the beholder organizes its forces and prepares to move against the lands to the south. outhwest of Shadowdale the deadly Spiderhaunt Woods a dismal forest of oak, thistle-tree and pine. The wood is very dense and rugged, and it is black as night beneath the forest’s canopy. The Spiderhaunt Woods are aptly named as the entire area is infested with several varieties of giant spiders and numbers of loathsome ettercaps. A small hut dangerous Beast-Cult is known to live within the dark confines of the forest, venerating a shadowy figure called the Spider Lord. In recent years, members of the Beast Cult, aided by ettercaps and huge sentient spiders, have set upon passing travelers in the lands near the wood and dragged them to what must be a horrible fate. The Velarswood ying to the north and cast of Harrowdale, the Velarswood is lightly hunted and logged by the Harrowdalesmen. Near the borders, the forest is rather quiet and peaceful, but it becomes very dark and dire in its central reaches. The forest has a bad reputation in the Dale, and the locals will warn travelers away from the woods— especially on moonless nights. Velarswood’s darker stretches are infested with unsavory creatures such as trolls, stirges, bonebats, and cloakers. Even more disturbing are the rumors of a secret temple or hidden shrine of moon-worshipping lycanthropes, evil creatures that have plagued the woods since before Myth Drannor fell. The Dagger Hills he most rugged stretch of terrain in the Dalelands is the Dagger Hills, an area of steep hills, thorn-choked ravines, and high, hidden glens. The Dagger Hills separate Daggerdale and Shadowdale, and many small tracks and paths lead from one Dale to the other through the crags and valleys. The Dagger Hills are inhabited by a thin scattering of shepherds, goatherds, and the occasional miner or two. In recent years, many of these folk have been dri56


ven out by bandits and raiding orc tribes. The Hills are becoming wild and dangerous. Near the headwaters of the Ashaba lie the ruins of Castle Daggerdale, once the seat of the Morn family. The Castle is still intact, but large sections have been gutted by fire. Randal Morn, the leader of Daggerdale’s resistance, often uses the ruins as a camp. The rebel has access to a complex of safeholes and escape tunnels that connect to the castle’s basements. The Desertsmouth Mountains est of the Dalelands lie the Desertsmouth Mountains, a monster-haunted wasteland that guards the Dales from the encroachment of the desert Anauroch. Hidden trails and forgotten outposts can be found throughout the mountains — in times past, the land was rich and green, and human and dwarven settlements could be found in the high valleys and beneath the snowy peaks. The Desertsmouth Mountains hide many secrets. In the western foothills, the Lost Vale of Tarkhaldale is hidden; the dracolich Ashazstamn’s lair is located in the rugged peaks overlooking the Spiderhaunt Woods; and the fabulous dwarven Mines of Tethyamar are concealed somewhere in the mountains. Large numbers of orcs, ogres, and goblins make their home in the high valleys now. Worse yet, a rare dragon lair can be found in the canyons and rocky spires of the mountains. The Desertsmouth Mountains are avoided by most travelers because of their dangerous residents. Dun Hills he largest chain of hills in the Dalelands, the Dun Hills stretch from the Arch Wood all the way to Haptooth Hill. They are so named because of the chalky bedrock that lies under the hills, showing in hundreds of ravines or hill-sides. The Dun Hills are not as wild or rugged as the Dagger Hills, and numerous quarries and sheep-meadows can be found scattered through the pleasant highlands. In a few places, ancient elven ruins of stone can be found in hidden Dales or lonely hillsides. The elves of Cormanthor rarely built built stone, reserving it Adventure in the Dagger Hills It is rumored that the Morn family concealed a vast amount of wealth in the cellars of Castle Daggerdale, hidden in bricked-up side passageways. The cellars have all been relined to disguise the treasure passageways. Another interesting site lies about 15 miles to the northeast in the heart of the Dagger Hills. This is the ruin known as the White Crag. The White Crag is a tower or battlement of incredible age, hewn out of a living hillside. It may even predate the elven presence in the area. There are unreliable reports of an extensive Underdark connection beneath the crumbling ruins. Adventure in the Desertsmouth Mountains Heroes of the Dalelands often venture into the Desertsmouth Mountains. An expedition is rather risky — the mountains are treacherous as they are infested with monsters, and there is little to be found in the way of hostels or healers in the area. However, the rewards could be very lucrative. Adventures in the Mountains might include: l A search for the lost halls of Tethyamar, the dwarven mines that were overrun by fiends and orcs hundreds of years ago. Tethyamar’s wealth was legendary. l An search for the location of the dracolich’s lair. While the lair was destroyed, a large portion of Ashazstamn’s hoard was not recovered and may still be there. l A foray against the orcs and ogres who infest the mountains. These creatures often raid the surrounding lands, and there’s always a bounty on their heads. for their treasuries and fortresses. Many of the ruins are empty, but others contain hidden caches of elven treasure or powerful magic locked away from the world. The mairshars of Tasseldale consider the Dun Hills to be part of their area of responsibility, and often arrange to patrol the highlands. 57


The Thunder Peaks ising between Cormyr and the Dalelands, the Thunder Peaks are a rugged and dangerous mountain range. Unlike the Desertsmouth Mountains, which are plagued by various orc and goblin tribes, the Thunder Peaks are almost uninhabited. However, a few small tribes of hobgoblins and ogres can be found in the mountains’ higher reaches. The Thunder Peaks gain their name from the frequent thunderstorms that sweep through the high passes in the summertime. The storms are very violent, and many travelers have lost their lives in sudden floods, avalanches, or lightning strikes. The Thunder Peaks are home to many of the mines worked by Archendale. Copper and iron are the chief products, but several other minerals are excavated on a smaller scale. The folk of Archendale are very familiar with these mountains, and many work, hunt, or herd in the high passes and foothills. The Thunder Peaks are troubled by a small hill giant and stone giant population. The giants raid the lands around, retreating to their mountain fastnesses. Few heroes dare to pursue them. Other creatures that inhabit the area include perytons, griffons, and wyverns. Glaun Bog outh of the Pool of Yeven lies the Glaun Bog, a region of treacherous marshes. The bog is mined for peat and pig iron by the Tasseldalesmen, and its waterfowl and game are hunted for meat and fur. The Glaun Bog is relatively free of monsters and bandits, but its shifting patches of quicksand and mire make it dangerous to the unguided traveler. On a small islet near the bog’s center there is an ancient barrow or grave-mound. Like the Barrow Field of Mistledale, it appears to predate even the elven presence in this area. Unlike the Barrow Field, the Glaun Barrow has been opened and explored. It is said that the adventurers discovered a large hoard of ancient gold, but that the explorers each came to a mysterious and terrible end in the weeks that followed the opening of the tomb. The folk of Tasseldale insist that the Barrow is an evil place and refuse to go anywhere near it. 58


The Cold Field treeless plain that stretches from Scardale to Harrowdale, the Cold Field is known as a place Ordulin (Moondale) of the dead. Ancient battlefields lie scattered over the grassy downs, and by night many of the restless spirits of the fallen warriors walk the moors. It is rumored that Lashan of Scardale hid a portion of his treasury beneath a rocky cairn in the Cold Field, but no one has come across anything remotely resembling Lashan’s loot. The Cold Field is particularly inhospitable in wintertime. Flat and shelterless, it is swept by bitter northern winds. Most travelers try to avoid the open fields, choosing more sheltered paths. In the summertime, the Cold Field is used as high pasture by the shepherds of Harrowdale and rural Scardale. There is a local legend that tells of the one night each year that the dead of the Cold Field walk. It comes in the deepest, darkest night of winter. The farmers and shepherds whisper of ghostly legions massing to fight again the great battles that ravaged this land hundreds of years ago. It is said that during this night the dead claim any living soul unfortunate enough to be out on the Field when they rise. nce a part of the Dalelands, Ordulin is now the capital of Sembia. Hundreds of years ago, the city was known as Moondale, and it was one of the largest and most prosperous of the Dales. Moondale was one of the first Dales founded after the raising of the Standing Stone. At that time, the Elven Woods still marched all the way to the shores of the Sea of Fallen Stars. Ordulin lay in a broad, grassy valley deep in the heart of the woods. Over many years, the forest retreated in the face of Chondathian settlers on the coasts. The woods retreated all the way to Moondale and farther still, leaving Moondale as a farming settlement in cleared land by the year 700 DR. The folk of Moondale continued to flourish. They avoided the conflict between the new nation of the Sembians and the elves of Cormanthor. As they prospered, their town grew and became more dependent on Semblan imports and trade. Sembian settlers Adventure in the Thunder Peaks The most remarkable location in the Thunder Peaks is the Arkhen Falls. The river Arkhen tumbles over a high, rocky cliff deep in the heart of the mountains. Behind the falls are an extensive series of caverns and mines once tunneled by Archendale’s miners who cut many gems from the sparkling caverns. There are rumors that a hidden clan of dwarves guarded the caverns called “the Sparkling Stones” even further beneath the mountain. The greatest of the Arkhen delvings was the Heart of the Mine, excavated around the source spring of the Arkhen itself. The river came to light through the mouth of the mine. More than 200 years ago, a great black dragon fell on the mine from the north and drove off the miners, claiming the riches for itself. The dragon was slain 70 years ago in a mid-air battle against another dragon. The black dragon’s treasure has never been recovered, and it is rumored that a fabulously large and valuable hoard still lies in the caverns. People from the nearby Dales, Archendale and Tasseldale, often journey to Ordulin to trade or simply sightsee. It is the nearest and friendliest “big city” for the Dalelands, and the Sembians exercise little control over foreigners’ movements and purchases. Adventurers visiting the city will find that nearly any service or equipment is available here, and that the city enjoys its own intrigues and adventuresome troubles. The Dale was renamed Ordulin, and soon grew into a major city. The early rulers of Sembia selected Ordulin as the nation’s capital because it was relatively free of the interference of the established merchant families of the older Sembian cities — Selgaunt, Daerlun, and Yhaunn. Ordulin commands many important overland routes, and is surrounded by rich fields that are the breadbasket of Sembia. It is also the jumpingoff point for most Sembian trade in the Dalelands. About 300 years ago, the Sembians formalized their control of Moondale, announcing the annexation of the area to their new nation. The take-over was peaceful; by this time, better than half the population was of Sembian descent, and the people of Moondale had nothing to complain about. They were happy to unite with their neighbor to the south. swelled the population, and Sembian merchants established permanent bases in Moondale. 59


Voonlar ortheast of Shadowdale is the small town of Voonlar. Located at the junction of roads from Shadowdale, Yulash, and Teshwave, Voonlar is only slightly larger than Shadowdale itself and is Shadowdale’s chief rival in the area. Voonlar is independent on paper, but in practice it is ruled by a Zhentish puppet. Voonlar is a relatively peaceful town, and its natives have accepted their corrupt leadership and the burden of supporting mercenaries and evil temples. They tend to regard Dalesmen as disruptive rogues and highwaymen who make a practice of harassing Voonlar. Over the years adventuring companies based in Shadowdale have raided, the town’s temples and mercenary garrisons, creating a great deal of trouble. Voonlar is governed by an elected sherriff, known locally as the “bron.” In theory, all the villagers gather to elect a new bron every year, but in practice the Zhents keep their man safely in office from year to year. The bron is Buorstag Hlammythyl (LE hm F8), a loyal follower of Cyric’s teachings and ex-mercenary. Buorstag is an aggressive and greedy man who gives his loyalty to Zhentil Keep in exchange for the power to run the town as he sees fit. Buorstag extorts “protection taxes” and other pay-offs from most of the people of the town. Like Shadowdale, Voonlar is basically a farming community. It is slightly more urbanized — the extensive outlying farms of Shadowdale are not present, and the town is more developed. Several inns, taverns, and traders cater to the various passers-by, and Voonlar is a relatively safe (if expensive) place to visit. There are two major temples in Voonlar one dedicated to Cyric, and the other to Chauntea. The temple of Cyric is known as the Dark God Reformed, and is commanded by Gormstadd the Rerisen (LE hm P14.) Gormstadd is served by 14 lesser priests and an elite temple guard of 16 4th-level warriors. The Dark God Reformed has been raided many times by adventurers from Shadowdale, and Gormstadd has a standing bounty of 10,000 gp on the head of the Lord of Shadowdale, Mourngrym Amcathra. The second major temple of Voonlar is the Bounty of the Goddess, dedicated to Chauntea. Lady Shrae of the Goddess (CG hf P12) supervises 14 lesser priests of various levels and a guard of 20 2nd-level warriors. Lady Shrae is on good terms with her counterpart in Shadowdale, and she occasionally aids good adventurers in the area by concealing them in the temple and smuggling them out of danger. Voonlar is defended by the bron and his six deputies. The town also musters a militia of pikemen, augmented by companies of archers. From time to time, the Zhents “suggest” to Buorstag that he allow a band of mercenaries to quarter in the village, and the bron usually complies. Currently, there are no Zhentish troops posted here. Yulash nce a large and important city of the Moonsea region, Yulash has become a battleground between the forces of Zhentil Keep and Hillsfar. For centuries the fortified city had been a neutral power, a fulcrum in the balance between Hillsfar and Zhentil Keep. About 70 years ago the leading noble families of Yulash became embroiled in a bitter feud over the lordship of the city, and civil war ensued. Both Zhentil Keep and Hillsfar made good use of the city’s troubles to find powerful factions to support. The civil strife lasted for more than 40 years before the Yulashians agreed to abolish the lordship and share power in a Council. By that time, the people of the city had become strongly factionalized, and the Council rapidly became completely useless. Within a few years, it was clear that the city was falling into anarchy. In 1353 DR, Zhentarim agents arranged a series of incidents to incite the city to civil war again. In two short years, Yulash fell. Zhentil Keep declared Yulash to be a protectorate, much in the same manner that Cormyr claimed Tilverton and moved in forces to take over. Hillsfar responded by moving in troops to support the “freedom fighters” opposing the “foreign invasion.” In the years since, the Zhentish and Hillsfarian forces have leveled the city between them, and most natives of Yulash have either joined one of the two powers or fled to safer lands. Yulash is built on top of a great plateau of stone and earth that rises above the nearby lands. The city’s location commands the roads for miles about. The mount of Yulash is reputed to be riddled with secret caverns and passageways, and there are rumors of extra-dimensional accesses hidden in the deepest tunnels. Not too long ago the god Moander rose from a hidden temple below the city and oozed its way into the forests south of the city, carving a swath through the elven woods of Cormanthor a hundred yards wide. 60


Campaigning in The Dalelands ith a little work on the part of the Dungeon Master, the Dalelands will support a campaign for many months of enjoyable playing time. With ruins to explore, villains to defeat, and places to visit, most player characters will have plenty to do. Setting Up the Dalelands Campaign efore you begin to play in the Dalelands, you will need to make a few decisions and get a little preparatory work out of the way. Where do your characters start? What level should they be? What will they do first? What long-range plans or goals should they have? Are there any long-term non-player Characters (NPCs), friends or foes, that should be set up? Most of the Dales would make for excellent campaign bases. Your best choice is probably Shadowdale; the amount of material available for Shadowdale far exceeds that of any other of the Dales. The FORGOTTEN REALMS ® Campaign Setting includes a book dedicated to Shadowdale and a special adventure set beneath the Twisted Tower. Shadowdale is also blessed with a number of fine adventuring locations within easy reach, such as the caverns of Fox Ridge or the ruins of Castle Krag. Other Dales that would be good campaign bases include Mistledale, Harrowdale, Deepingdale, or even Archendale. These lands offer a good balance of nearby adventure locations and secure towns to come home to. If you want to set up a grittier, more somber campaign, try playing in Scardale or Daggerdale. Once you have selected which Dale will be the home base of your adventuring party, you should look for good adventure opportunities in the area. Most Dales have several interesting locations nearby for PCs to explore, or have some kind of trouble hanging over them that PCs could take a stand against. Take some time to flesh out the major NPCs of the area. Your player characters will probably be interacting with a local innkeeper, a guard captain, armorers and weaponsmiths, provisioners, and local priests. The NPC descriptions provided in this book are only thumbnail sketches — you should feel free to adjust a character’s statistics, equip him or her as you see fit, and even change motivation or alignment if you think it will help your campaign in the long run. Generating Dalelands Characters our campaign’s characters will have one of two basic origins: either they are native Dalelands characters, or they came from Somewhere Else. You should not 6 1


force your players to pick an option they do not like; many players enjoy creating the most bizarre and outlandish characters they can think of. The Dalelands are the crossroads of Faerûn, and people from just about everywhere pass through at some time or another. Foreign characters may come from Cormyr or Sembia (not very outlandish) all the way to the Empires of the Sands or the Old Empires (very outlandish!). Daleland Races Characters native to the Dalelands can be of almost any character race. Humans are by far the most prevalent character race of the Dales, and should be treated as normal human characters from any campaign. Players who create human characters should specify the particular origin of their character — for example, Arabel in Cormyr, or Battledale, or Yhaunn in Sembia, and so on. This will help to define the character. Half-elves are surprisingly common in the Dalelands. Hundreds of years of Dalesmen co-existing with the elves of Cormanthor led to a large number of elven and human marriages. Half-elves are widely accepted and generally considered unremarkable. The greatest amount of intermarriage can be found in Deepingdale, and most half-elven characters are probably natives of Highmoon. Elves are also more common in the Dalelands than they would be in other campaign areas. While most of the elves of Cormanthor have vanished in the mysterious Retreat, hundreds remain behind. Elven characters are probably natives of Tangletrees, or may be from the elven communities of Bristar or Moonrise Hill in Deepingdale. Most Dalelands elves are gold elves or moon elves. Dwarves are relatively scarce in the Dalelands. A few ex-adventurers have settled down in one town or another, working as smiths and craftsmen. A few small companies of dispossessed dwarves move from place to place, setting up small forges and then moving on when their work is done. Dwarven merchants and mercenaries also roam the land. Many of the dispossessed dwarves are survivors of the Mines of Tethyamar. A dwarven character who is truly native to the Dalelands is the child of one of these wanderers or ex-adventurers. Gnomes are scarce throughout the Realms, but a small scattering live here and there in the Dalelands. Most are ex-adventurers or wandering merchants who have taken up residence in one of the Dales’ small towns. There are also a few scattered gnomish clanholdings in the more rural Dales — Battledale, Mistledale, and Featherdale. These clan-holdings are tiny, well-concealed hamlets home to only 10 or 15 of the small folk. Halflings are slightly more numerous and integrated than the gnomes. Most small towns in the Dales are home to at least a few halflings, who live side by side with their human neighbors. Deepingdale, Harrowdale, Featherdale, and Shadowdale are home to the largest concentrations of halflings. There are very few “halfling villages” or holdings. Dalelands Classes All character classes can be found in Dalelands natives, but it should be noted that many Dalesmen tend to dislike and distrust magic and those who practice it. Dalesmen also have little truck with thieves and brigands, viewing them as common criminals. Fighters in the Dalelands will find that their skills are accepted and that an honest warrior is appreciated just about anywhere. Mercenaries and bodyguards are hired everyday in, the Dalelands, and most of the Dales are always looking for skilled swordsmen to look after some problem or another. Paladins are considered a little touched and overzealous by the folk of the Dales. They’re almost too perfect, and they tend to make common people — like most of the people of the Dales — just a little bit uncomfortable. However, few people question a paladin’s courage or devotion to duty. Paladins native to the Dalelands will usually be associated with a major temple where they received their training; you should make sure the player specifies which power his character venerates, and then find a temple to match. Good powers with temples in the Dalelands include Lathander, Chauntea, Oghma, Selune, and Tyr. Rangers are somewhat more common in the Dalelands than they are in other lands. They are respected and well-liked. Many of the local lords or rulers of the Dalelands hold rangers in high regard, and listen carefully to their advice and observations. The folk of Deepingdale, Shadowdale, and Harrowdale are especially respectful of rangers and other defenders of the forests. Clerics have a difficult time gathering support or followers in the Dalelands. The locals have little time for nonsense, and if priests aren’t blessing crops or healing the sick, no one wants to listen to them. Adventuring clerics are regarded with the same suspicion as are other adventurers, but clerics who actively aid the 62


community are another matter entirely. When the player selects his character’s deity, you should locate the nearest shrine or temple of that deity and assign the character a supervisor or high priest to report to. Druids are rare and mysterious characters in any setting, but the folk of the Dalelands tend to hold them in high regard — much the same as rangers. You should take some time to develop the druid’s superiors and allies in the local area. Mages are generally distrusted by the common folk of the Dalelands, especially if they are careless with where they sling their spells. Most people in the Dalelands tend to feel that few people are really worthy of a mage’s power, but so long as it is used wisely and in the service of the. community the Dalesmen will not do more than grumble. There are few native Dalesmen who choose the path of the wizard. Thieves are greatly disliked and distrusted by the common people of the Dalelands. In many areas, a character who openly admits his profession will be tarred and feathered. Unlike the large cities of the neighboring lands, there are no established thieves’ guilds in any of the Dalelands, and the common people have not learned to meekly accept losses to burglary or brigandage. Player characters are advised to describe themselves as “scouts” or “adventurers.” Bards are generally well-liked and respected by the common people of the Dales who appreciate the exchange of news and entertainment provided by the wandering minstrel—In many communities, a bard can find a roof to sleep under and a few days’ worth of meals while he passes on the latest songs and stories to the locals. However, bards should be careful not to overstay their welcome — once the people have heard all their news, they’ll soon get tired of boarding and feeding non-productive visitors. Psionicists are considered extremely unusual and dangerous people. Some Dalesmen can be persuaded to consider a psionicist as a “special breed of wizard,” but many others will never get over their suspicion of such a strange and rare character. Characters with psionic abilities are best off concealing the nature of their gifts and passing themselves off as “adventurers.” Using Character Kits If you are using the optional rules for character kits from the various Complete books, you will find that some characters are more appropriate for a Dalelands campaign than others. The Complete Fighter’s Handbook: The kits of myrmidon, noble warrior, peasant hero, and outlaw are all reasonable for Dalelands natives. Outlanders such as beast-riders, barbarians, berserkers, cavaliers, pirates, or swashbucklers are not considered too outrageous. The amazon, gladiator, samurai, and savage would be extremely unusual in a Dalelands setting. The Complete Wizard’s Handbook: The acamedician, peasant, or witch are appropriate for natives. The militant wizard, mystic, and patrician would not be considered very unusual. The kits of amazon sorceress, anagakok, savage wizard, and wu jen would all be very alarming to most Dalelands natives. The Complete Priest’s Handbook: The nobleman priest, outlaw priest, pacifist priest, peasant priest, and scholar priest would all be appropriate for characters native to the Dalelands. The barbarian/berserker priest and prophet would not be too unusual. The amazon priestess, fighting monk, and savage priest are all very unusual for the Dalelands. The Complete Thief’s Handbook: The acrobat, adventurer, bandit, bounty hunter, fence, scout, and smuggler are all appropriate for natives. The assassin, beggar, burglar, cutpurse, spy, swindler, and thug should be careful not to let their true professions become widely known. The buccaneer, investigator, swashbuckler, and troubleshooter may be able to get along once the locals learn who they are and what they do for a living. The Complete Bard’s Handbook: The true bard, herald, jongleur, loremaster, meistersinger, and riddlemaster are most appropriate for Dalelands natives. The blade, charlatan, gallant, and thespian would be looked down upon by most Dalesmen. Dalelands NPCs he most important part of your Dalelands campaign will be the NPCs. Colorful and lively characters will go a long way towards characterizing the campaign. Sturdy townsfolk, suspicious sheriffs, and dastardly villains should surround your player characters. Keep track of how your party deals with the NPCs; the NPCs will adjust their attitudes depending on how they are treated. A PC party of rude braggarts or murderous thugs will quickly wear out their welcome, but honest and brave heroes will always have a home in the Dales. Remember, the Dalelands are not just a spot on the map — it’s the people there who make them special. 63


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